Khronos announces the release of the Vulkan 1.2 specification for GPU acceleration. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested acce... Vulkan 1.2 Released by Khronos Group
Not everyone codes that well. Getting good tools doesn't make you a mechanic, you also have to know how to use them well.
When will game developers abandon clumsy, inefficient DirectX and start using Vulkan API all the way ? If Vulkan become the default API then people don't even need Windows anymore and can switch to Linux !
Please told us, what is inefficient in current DirectX APIs? The true disaster is the extension madness the did not fix from OpenGL.. Yes, last annual iterations of Direct3D 12 also brings tons of new cap-bits, but at least most of them are not basic features.
I've seen Vega64 beating 1080ti in Surge 2. Even tho coding is bad it still runs better on amd cards.
Interesting ! Are there new benchmarks out ? Ive only seen them from around the release in late september.
They keep tinkering with the game and updating it and for some reason keeping core files in the game folder can't be standard practice so throwing those out and using the latest might be beneficial. (Among other stuff for Vulkan specifically it was some older 1.1.106 or what it was Vulkan-1.dll file instead of the driver supplied runtime or just using the latest from the Lunar website though the loader/runtime is only part of it all.) DOOM Youngblood if the latest update did anything for the included VLK code with RTX at least getting those extensions implemented or the upcoming DOOM Eternal might do a better job although well I don't expect Eternal to shift to 1.2 now that the game is going through the final parts of development in time for the March 20th release date. CEMU or other emulators perhaps would see faster adaption to these plus apps or benchmarks outside of gaming over time, re-testing against updated versions of games might not be the most common but then it's fairly infrequent the internals are that updated through patches short of having low-level API implementation like Monster Hunter World recently implementing D3D12 and well the numerous ways to work completely against documentation or best practices and game specific issues greatly impacting how things run or work at all and driver hacks trying to work around it, doubt that's changed even with D3D12 or Vulkan much as Microsoft and Khronos puts down directives or requirements and other standards so yeah that's going to take time. DXVK and the Vulkan wrapper and the numerous game specific problems gave some interesting reading to just how much of a mess some titles are and never should have shipped with some of those development decisions at all. Which yeah D3D10+ and it's getting quite good but then implementation could be anything but even if it's no fault of the API itself. (Guessing OpenGL 4.x is also quite fine in itself really even if the extension system might be a bit of a thing and now also Vulkan since 1.1 and now version 1.2 here.)
Let's hope more future games jump into the Vulkan wagon. Right now the list is too short. Hey man, if masochism suits you, that's fine, but , in case you didn't know... actually most people don't enjoy it.
The game got a lot of patches fixing performance somewhat. (more then half the game was replaced!) The game was completely broken when they launched it. So any benchmarks from September are basically useless.
NVidia driver 450.12 I saw the new driver in the forms I'm not sure where to download it. Apparently it's being tested https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/337371/nvidia-driver-45012/
As a Linux user I can tell you that sometimes not everything revolves around using Linux. Rather using the right tool for the job. You wouldn't eat soup with a fork ,wouldn't you? And I play games in Linux, so naturally I welcome Vulkan development. But sometimes it pays to be realistic. Switching to Linux is a touchy subject, don't touch if you don't know your audience.
You could always jelly the soup first and then fork it but that goes with how it's a bunch of extra work with limited return and little benefit I suppose. (The many wondrous ways of food I guess, jelly soup is a thing and it's about as expected. ) EDIT: Or whether one should even if one could but then one has to at least try...maybe. EDIT: Or it's because API's on different systems and a lot of work with what to support. https://www.reddit.com/r/Amd/comments/ep4akl/vulkan_12_released_with_full_amd_support/ Windows (Possibly also XBox) and then Mac and then to Linux or not to Linux plus what's used on mobile and if so Android, older Android and Iphone. Lovely little situation there from the sounds of it. (OpenGL, Metal or Vulkan but then that needs a third party wrapper/transition layer and for Windows well D3D12 which also branches into potential XBox development though older versions of Windows wouldn't be able to use it or possibly not as well.) Well that's a situation too, low level API adaption itself isn't bad though but there is some work to it and it's not just the API itself and learning to use it but some other possible restrictions as well. Or how to say, starting with a horrid image (Well not actually a image, can skip embedding wobbly gelatin.) of what not to do with soup and then to this.